/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

// Not for optimization. Do not disable.
#define SPINE_TRIANGLECHECK // Avoid calling SetTriangles at the cost of checking for mesh differences (vertex counts, memberwise attachment list compare) every frame.
//#define SPINE_DEBUG

using UnityEngine;

namespace Spine.Unity
{
    public static class SpineMesh
    {
        internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;

        /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
        public static Mesh NewSkeletonMesh()
        {
            var m = new Mesh();
            m.MarkDynamic();
            m.name = "Skeleton Mesh";
            m.hideFlags = SpineMesh.MeshHideflags;
            return m;
        }
    }

    /// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
    public struct SubmeshInstruction
    {
        public Skeleton skeleton;
        public int startSlot;
        public int endSlot;
        public Material material;

        public bool forceSeparate;
        public int preActiveClippingSlotSource;

#if SPINE_TRIANGLECHECK
        // Cached values because they are determined in the process of generating instructions,
        // but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
        public int rawTriangleCount;
        public int rawVertexCount;
        public int rawFirstVertexIndex;
        public bool hasClipping;
#endif

        /// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
        public int SlotCount { get { return endSlot - startSlot; } }

        public override string ToString()
        {
            return
                string.Format("[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]",
                    startSlot,
                    endSlot - 1,
                    material == null ? "<none>" : material.name,
                    preActiveClippingSlotSource
                );
        }
    }
}
